#pragma once
#include "BaseObject.hpp"

// The sword was left out of the game due to time constraints
#ifdef IMPLEMENT_SWORD
class Sword : public BaseObject
{
private:
	D3DXVECTOR3		m_vOwnedPos;
public:
	Sword();
	Sword(D3DXVECTOR3 P);
	~Sword(){}
	void Set(D3DXVECTOR3 P){m_vPosition = P;}
	void Init();
	void Reset(){}
	void* Update(void* Data){return 0;}
};
#endif
//
//void Sword::Reset()
//{
//	m_stRotation.clear();
//	SetPosition(m_vOwnedPos);
//}
//
//void* Sword::Update(void* Data)
//{
//	Reset();
//	return 0;
//}
///*
//void Wall::SetBoundingBox(int Dir)
//{
//	if(Dir == EAST || Dir == WEST)
//	{
//		m_BoundingBox.top		= (LONG)(m_vPosition.y + EWBox.top);
//		m_BoundingBox.left		= (LONG)(m_vPosition.x + EWBox.left);
//		m_BoundingBox.bottom	= (LONG)(m_vPosition.y + EWBox.bottom);
//		m_BoundingBox.right		= (LONG)(m_vPosition.x + EWBox.right);
//	}
//	if(Dir == NORTH || Dir == SOUTH)
//	{
//		m_BoundingBox.top		= (LONG)(m_vPosition.y + NSBox.top);
//		m_BoundingBox.left		= (LONG)(m_vPosition.x + NSBox.left);
//		m_BoundingBox.bottom	= (LONG)(m_vPosition.y + NSBox.bottom);
//		m_BoundingBox.right		= (LONG)(m_vPosition.x + NSBox.right);
//	}
//}
//void Wall::MakeFiller()
//{
//	m_Type = FILLER_TYPE;
//	m_BoundingBox.top =
//	m_BoundingBox.bottom = 
//	m_BoundingBox.left =
//	m_BoundingBox.right = 0;
//	m_Mesh = Pen::Engine()->getMeshByIndex(FILLER_MESH);
//	m_pTexture = Pen::Engine()->getTextureByIndex(GREEN_TEXTURE);
//}
//*/